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    Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J.Finch. Not affiliated with Matthew J. Finch or Mythmere Games.

    VARLETS AND VERMIN

    A pack of 52 monstrous challenges for low leveladventurers

    Compatible with Swords & Wizardry and otherretro d20 adventure games

    Copyright Roger S. G. Sorolla, 2010 (v. 1.0)

    MATCH WITS with the prehistorichorned gopher Page 7

    MARVEL at the Man of Wounds Page 16

    DODGE the Saucer Fungi Page 11

    REFRESH your approach to humanoids Page 21

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    VARLETS AND VERMIN 2

    Table of Contents

    INTRODUCTION.................................................................................................... 4

    AT THE ENTRANCE...................... ........... .............................................................. 5Doom Vultures .................................................................................................... 5Mithridatium Bush.............................................................................................. 5Strangle Vines...................................................................................................... 5Razor Thorns ....................................................................................................... 6Trickster Beast..................................................................................................... 6

    RAT VARIATIONS.................................................................................................. 6Panzer Rats.......................................................................................................... 6Scaler Rats............................................................................................................ 7Miner Rats............................................................................................................ 7Rat Swarm............................................................................................................ 7Zombie Rats......................................................................................................... 8

    OH GARBAGE DUMP............................................................................................. 8Giant Botflies ....................................................................................................... 8Giant Pillbugs ...................................................................................................... 9Chartreuse Crud.................................................................................................. 9Scrap Golem........................................................................................................ 10Translucent Worms............................................................................................ 10

    THE UNDERDIM....................................................................................................11Saucer Fungi ........................................................................................................11Eye Droppers .......................................................................................................11Meat Slugs............................................................................................................11Degenerates ........................................................................................................ 12Fire Moths........................................................................................................... 12

    THREE FEET OF WATER...................................................................................... 13Amphibious Jumping Tiger Shark ..................................................................... 13Greenhair............................................................................................................ 13Ice Nixie.............................................................................................................. 14Spitting Striders.................................................................................................. 14Torpor Remora ................................................................................................... 14

    ADVERSARIAL GAMEMASTERS BULLPEN ....................................................... 15Barrel Beast......................................................................................................... 15Hoard Serpent .................................................................................................... 15Man of Wounds.................................................................................................. 16

    Insistent Shale .................................................................................................... 16Pemblings ........................................................................................................... 17

    PAUPERS CEMETERY........................................................................................... 17Skull Creeper ...................................................................................................... 17Dust of Ages........................................................................................................ 18Cerement ............................................................................................................ 18Fardarrig ............................................................................................................. 18Ghost Face .......................................................................................................... 19

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    VARLETS AND VERMIN 3

    POOR WIZARDS ALMANACK ............................................................................ 19Elemental Nuisance: Air .................................................................................... 19Elemental Nuisance: Earth ................................................................................ 19Elemental Nuisance: Fire .................................................................................. 20Elemental Nuisance: Water .............................................................................. 20Demi-Real Monster ............................................................................................ 21

    APPENDIX A: HALF MAN, HALF AMAZING............................. ......................... 21Rabble .................................................................................................................22Fanatics...............................................................................................................22Warband .............................................................................................................22Hunters ...............................................................................................................23Lurkers ................................................................................................................23Legions............................................................................................................... 24Opportunists...................................................................................................... 24

    APPENDIX B: TEN TAMED TITANS ....................................................................25The Troll Cabinet ...............................................................................................25The Sleeping Dragon......................................................................................... 26

    The Mimicking Golem ...................................................................................... 26The Contra-trice................................................................................................ 26The Worm Turns................................................................................................27Shadow Cast .......................................................................................................27The Diminished Giant........................................................................................27Stalker With Restraining Order.........................................................................27The Hydras Heads ............................................................................................ 28Thieving Harpies ............................................................................................... 28

    All artwork taken from public domain sources.

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    VARLETS AND VERMIN 4

    Varlets and Vermin

    INTRODUCTION

    Kobolds .. rats goblins kobolds rats rats skeletons Oh! Some

    fire beetles. Orcs. Giant centipedes.Rats goblins rats

    First level characters in old-schooladventure gaming can be forgivenfor getting a little bored, especiallyif their players have been aroundthe block a few times. Low leveladventures have boring monstersbecause of the limited selection atthose levels; after all, higher levelscan always just add larger numbers

    of lower level monsters to providean adequate challenge. Althoughstronger monsters every once in awhile are good to provoke creativity,the usual meat and potatoes handedto beginning adventurers can getfairly tiresome. The sameness of lowlevel monsters can also get in theway of developing consistentadventure environment themes.

    This product presents stats andbrief descriptions for 35 low-challenge monsters, grouped by thekind of setting they are most likelyto be found in. Stats are developedfor Swords and Wizardry, but arecompatible with most old schoolrole-playing products and retro-

    clones from Original to Advanced.Armor classes for ascending ACsystems are given in brackets.

    At the end are seven ideas forcreating distinctive groups ofhumanoids, followed by ten furtherways in which specific higher-levelmonsters can provide a survivablechallenge at low character levels.

    The monster listings are presentedin S&W format. Some notes onspecial rules:

    Attached/entangling creaturesand damage: Because several of

    these creatures attach to or entangletheir victims, the referee may wantto use the rule that any damage inexcess of that needed to kill theattached creature, or any weaponattack that misses the creature by 1point exactly, harms the creaturesvictim instead.

    Surprise: Some creatures have anenhanced chance of surprise,

    assuming a d6 roll is used toestablish surprise in an encounter.A 1-3 chance means normalopponents only surprise thecreature on a 6, while a 1-4 or higherchance means the opponentscannot surprise the creature at all.

    Modifiers to armor class andsaving throws: Some creatureshave a beneficial modifier to their

    armor class and saving throws thatis based on dexterity and/or luck.This modifier does not count asarmor. It doesnt apply if thecreature cannot move, isunconscious, or is unaware of theattacker.

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    VARLETS AND VERMIN 5

    AT THE ENTRANCE

    Dont let sunlight and open sky foolyou. There are monsters that thriveon these things, too. The ones that

    hit you before you descend are bad but the ones that stick aroundwaiting for you to come back up aremuch, much worse.

    Doom Vultures

    Armor Class: 7 [12]Hit Dice: 2Attacks: Beak 1d4Saving Throw: 16

    Special: NoneMove: 3/15 (flying)Challenge Level/XP: 2/30

    These foul and cowardly birds donot attack the unharmed, but willalways prefer to attack whoever in agroup has lost the most hit points,no matter what their level orequipment. Larger and moreaggressive than normal vultures,

    small numbers of the doom breedcircle high over dungeon entrances,battlefields, and other places fromwhence the grievously wounded areknown to stagger.

    Mithridatium Bush

    Armor Class: 8 [11]Hit Dice: 3Attacks: None

    Saving Throw: 14Special: Sleep cloud; immunitiesMove: 0Challenge Level/XP: 1/15

    This plant appears to be a shrub orhedge with tightly closed pods. Onthe close approach of living

    creatures, the pods open, revealingexotic blackish-crimson flowers thatexhale soporific pollen throughout a5 foot range. All within range mustsave (as poison) or fall into adreamless sleep, with grogginesslasting a full hour after waking. Thebush is not harmed by blunt,piercing, or missile weapons. Localfolklore hints at woefulconsequences if its leaves andbranches are burned, but whatthese consequences are exactly, ifanything, is something for thereferee to decide.

    Strangle VinesArmor Class: 7 [12]Hit Dice: 2Attacks: 3 whips; strangle 1d3/roundSaving Throw: 16Special: Entangle, immunityMove: 0Challenge Level/XP: 2/30

    A mass of animated, carnivorousvines that lash out at random whenapproached closely. If they hit on anexact multiple of 4, they ensnare thethroat and do 1d3 damage that andeach subsequent round, otherwise ahit merely entangles the victimslimbs (-2 to hit and +2 to be hit perentangling). The vines are notharmed by blunt, piercing, ormissile weapons.

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    VARLETS AND VERMIN 6

    Razor Thorns

    Armor Class: 7 [12]Hit Dice: 2Attacks: 2 whips, 1d3 eachSaving Throw: 16

    Special: Immunity, bonus vs.unarmored, thorns.Move: 0Challenge Level/XP: 2/30

    Cousin to strangle vine, this tangleof malicious thorny vines will lashout at random when approachedclosely, with +2 to hit against anunarmored opponent. Unlikestrangle vines, they do not ensnare

    victims, but have the sameimmunity to blunt, piercing, ormissile weapons. The thorns aredetachable and stick in the flesh, sothat the wounds do not heal untilall the thorns have been pluckedout, taking 1 round/hit pointdamage.

    Trickster Beast

    Armor Class: 4 [15] (counting +4

    dexterity and luck bonus)Hit Dice: 1d4 hit pointsAttacks: NoneSaving Throw: 14 (counting +4dexterity and luck bonus)Special: Minor illusionsMove: 15Challenge Level/XP: 1/15

    These quick-thinking, fast-talkinganimals come from a smaller

    mammal species, be they rabbits,foxes, monkeys, or whatever fits thearea. They are able to walk on theirhind legs and to change theirappearance magically, appearing asa small-sized creature such as adwarf or gnome, or a man-sizedcreature if one sits on the othersshoulders. They can also create

    sound and glowing light illusions atwill to a range of 60 feet. Tricksterbeasts usually are out to relieveadventurers of their treasure bydeception, but sometimes they teamwith more malicious creatures tocreate a lethal ambush. A few timesthey even really do intend to helpthe party on their mission.

    RAT VARIATIONS

    Dungeon food chains would bemuch poorer without theubiquitous giant rats. They goanywhere, eat anything, carry

    enough disease to be slightly scary,and are smart enough to give amodest tactical challenge. Thesecreatures are variants on the rat, butcan be changed with little trouble towhatever species fits your dungeonecology. Remember! No animal istoo silly to deliver the death blow toa 1st level character.

    Panzer Rats

    Armor Class: 3 [16]Hit Dice: 1d4 hit pointsAttacks: Bite, 1d3Saving Throw: 18Special: 5% chance of diseaseMove: 9Challenge Level/XP: A/5

    Armored breeds of rats include boththe mutant strains with keratinous

    plating, and the rarer and moredisturbing examples of rats whohave managed to clothe themselvesin small helmets and mail coats.These stats, without the disease, canalso represent hostile armadillos,tortoises, or horned toads.

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    VARLETS AND VERMIN 7

    Scaler Rats

    Armor Class: 7 [12]Hit Dice: 1d4 hit points

    Attacks: Bite, 1d3Saving Throw: 18

    Special: Surprise on 1-4,5% diseaseMove: 12, 6 on walls/ceilingsChallenge Level/XP: A/5

    It is either adhesive, sucker-tippedtoes, or steely hooked claws, thatallow these grayish-brown mutantrats to scale walls and hang fromceilings in the dungeon. Their self-righting instinct is as sure as a cats,

    allowing them to drop and divejaws-first on passers-by. Scaler ratscan be re-imagined as hostile,gecko-like lizards, or perhaps giantblack squirrels in a woodlandsetting.

    Miner Rats

    Armor Class: 7 [12]Hit Dice: 1d4 hit points

    Attacks: Claws, 1d3+1Saving Throw: 18Special: +2 to hit vs. armor, surpriseon 1-4Move: 12, 3 through earthChallenge Level/XP: B/10

    Shallow dungeon levels are oftendug into packed earth or clay. Insuch an environment a digging pestcan thrive, and so the vicious Miner

    Rats are found in their tiny andlabyrinthine burrows, ready to popout of walls or ceilings to assault theunwary. Minerals in their diet helpbuild their tough, armor-punchingclaws. These stats can also modelaggressive breeds of moles, badgers,or prehistoric horned gophers.Tougher Miner types are rumored

    to exist at lower levels, with red-hotclaws that crack and melt throughsolid stone.

    Rat Swarm

    Armor Class: 9 [10]Hit Dice: 2 (attacks as HD)Attacks: Up to 4 per person in area,1 damage eachSaving Throw: 16Special: Damage resistantMove: 12Challenge Level/XP: 2/30

    Swarming rats are individually ofnormal size but are bound togetherby ravening hunger, collectiveintelligence, or foul magic. Thesestats represent a fearsome pack ofsome two score rats spread over aroughly 10 by 5 foot area. Even oneof these can challenge a low levelparty, because it is hard to protectthe weak and wounded from theironslaught. Their bites do littledamage individually but there aremany of them. The pack will moveto engulf the maximum number ofvictims allowed by its area. Anyonewithin the swarms area takes 4attacks per round while those onthe borders fighting it take 2.Attacks without area effect, such asweapon strikes, can do only 1 pointof damage per hit to the swarm.

    The swarms hit points representsufficient dead to disperse the rats,but multiple routed swarms may

    rally and regroup at some point inthe future. Disease, even at a 5%chance, can be an especially nastyaddition to the swarm due to thehigh frequency of attacks. Theserules can also model any kind ofswarming and biting creatures, fromangry frogs to killer bees.

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    VARLETS AND VERMIN 8

    Zombie Rats

    Armor Class: 8 [11]Hit Dice: 2d4 hit points (attack andare turned as 1 HD creatures)Attacks: Claws, 1d3

    Saving Throw: 17Special: Disease 15%Move: 9Challenge Level/XP: 1/15

    It may not even be apparent thatthese are undead creatures until thefighting begins up close. The diseasechance is that much greater, andthe rats themselves are that muchtougher, for being undead. These

    stats will also do for any kind ofzombified small animal.

    OH GARBAGE DUMP

    Being knee-deep in refuse is acommon condition of humbledungeon delvers. Having monsters

    among the refuse is almostexpected. After all, food in thedungeon is scarce, and anythingthat can be eaten, no matter howrepulsive, will be often bysomething just as repulsive.

    Giant Botflies

    Armor Class: 6 [13]Hit Dice: 1

    Attacks: Bite, 1d2Saving Throw: 17Special: 20% chance to inject larvae;fire vulnerabilityMove: 15 (flying)Challenge Level/XP: 1/15

    Foul insects that feed off carrionand refuse, giant botflies also have achance to inject larvae into the bodyof their victim after a successful bite

    attack. The larvae are hard to detectnormally at first; they will incubateunder the skin for 1d4+1 days andthen burst forth as 2d6 immaturebotflies (1 HP each, no injectionattack) doing 1 point of damage inthe process per hatched fly. Only acure disease spell or strongerhealing magic will destroy thelarvae. If damaged by normal ormagical fire, a botflys wings will

    burn off, leaving it unable to fly. ItsAC will be 9 [10] and its walkingmovement only 3.

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    VARLETS AND VERMIN 9

    Giant Pillbugs

    Armor Class: 4 [15]Hit Dice: 1-1Attacks: Bite, 1d3Saving Throw: 17

    Special: Roll up (AC, save improvedby 4)Move: 6, or 9 rollingChallenge Level/XP: 1/15

    Pillbugs dwell among rottinggarbage and wood, and where thesethings are piled in huge heaps, thegiant variety can be found. Withtough armored plates overlappinglike banded mail, these three-foot

    long, many-footed insects are hardenough to hit. But when they havetaken half or more of their hitpoints in damage, they roll up intoan armored ball. In this form thepillbug is even harder to hit (armorclass and saves improved by 4),cannot attack, and moves to escapedanger by a strange kind ofgyroscopic rolling.

    Chartreuse Crud

    No stats (Special)

    Chartreuse crud is a sickly yellow-green infestation that resembles aslithery lichen composed offeathery, overlapping scales. It isphotophobic, fleeing from even dimlight with remarkable quickness,pooling in dark shadows, corners,

    and crannies. Pieces of clothing,heaps of garbage or rubble, andtreasure sacks are particularly nastyhiding places for the crud.

    There is disagreement on the exactnature of its danger to explorers,and it is possible that differentstrains exist with different effects. If

    uncertain about the basic facts ofchartreuse crud, roll d6 on thistable:

    1: Hallucinogenic effect on touch;character is confused (as confusionspell) and must save every hour toregain wits from this spell-likeeffect.

    2: Corrodes metal as a rust monster,but any kind of metal, not justferrous.

    3: Eats leather, wood, hair, andother non-living substances of plantor animal origin.

    4: Is harmless, but sticks to handsand feet, or their coverings, makingthem slippery (-2 to hit while onhands, +2 to be hit while on feet).

    5: Enters the bloodstream; every 6hours, save or lose 1 HP frompoison-like effects until cure diseaseis applied.

    6: Roll twice more for two effects; if6 is rolled again, this has thepoison-like effect on contact, saveat +2 or die.

    A light spell cast directly on thecrud will destroy it, but othernormally destructive means such asfire or acid will have no effect on it.

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    VARLETS AND VERMIN 10

    Scrap Golem

    Armor Class: 7 [12]Hit Dice: 2 (10 hp)Attacks: Strike, 1d6-1Saving Throw: 16

    Special: Surprise (1-4), takes halfdamage from piercing weapons andfireMove: 3Challenge Level/XP: 2/30

    Golem may be a misnomer, as it ishard to see how or why theseconglomerations of refuse wouldhave been animated intentionally.Rather than towering over its foes, a

    scrap golem uses natural disguise toleap at them, snaking out ropytendrils of flying debris. Eachdamage result from 0-5 represents ahit by a different component of thegolem.

    0: Rotten food, no damage

    1: Bone piece, 25% chance of lodgingin wound

    2: Wood splinter, 50% chance oflodging in wound

    3: Blunt brick piece

    4: Sharp stone fragment

    5: Sharp rusty metal scrap, 50%chance of lodging in wound, thenfurther 50% of contracting dungeontetanus (fatal within 1-4 days).

    Items lodged in the wound fromdamage prevent healing of those hitpoints until carefully removed (1round per hit point of damage).

    Translucent Worms

    Armor Class: 9 [10], -4 to be hit inhabitatHit Dice: 1d4 hit pointsAttacks: Bite/burrow, 1d4

    Saving Throw: 18Special: Translucent (surprise 1-4 inhabitat), flesh burrowing, splitting.Move: 6Challenge Level/XP: B/10

    Translucent worms have about thethickness of a good piece of ropeand stretch from one to four feetlong, a length reflected by their hitpoint roll. Their normal habitat is in

    piles of rotting refuse or vegetation,but they can also be found in dirtand murky water. If they roll a 4 fordamage on their attack they haveburrowed into the flesh of thevictim and automatically hit eachround thereafter until dead, but nolonger benefit from their habitatpenalty to be hit.

    Hard as it is to believe, fleshburrowing is not the most annoyingtrait of translucent worms. Indeed,when a worm of 2 or more hitpoints is struck by a physical attack,this only splits the worm into twoworms, dividing the hit points ofthe former worm between them.The rear worm spends 1 combatround re-forming mouth parts andthen joins the fray. Only a 1 hpworm can be slain by striking. Fireand other area effects damage theworms normally.

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    VARLETS AND VERMIN 11

    THE UNDERDIM

    Below the shallow caves and cellars,a phantom underworld of vast cavenetworks awaits, populated by

    strange and terrible things longisolated from the light. Even thoughthe full force of these perils is toodeadly for the novice adventurers toface, the low links of theunderworld food chain often trickleup to the easier levels in search of abetter existence.

    Saucer Fungi

    Armor Class: 8 [11]

    Hit Dice: Saucer 1+1, stalk 1Attacks: Saucer edge 1d4Saving Throw: 17Special: Launch saucerMove: Saucer 12 (flying), stalk 0Challenge Level/XP: 1/15

    These two to four foot tallmushrooms will detach their saucercaps and send them flying atintruders who approach within 90

    feet. In flight, the saucers extendsharp edges capable of cutting rope,flesh, or leather. If the saucer missesits target or hits for 1 or 2 points, itreturns to the stalk, which spends acombat round recharging it for thenext throw. If the stalk is destroyed,the corresponding saucer flops tothe ground.

    Eye Droppers

    Armor Class: 8 [11]Hit Dice: 1+1Attacks: Bite 1d6Saving Throw: 17

    Special: Surprise 1-5Move: 3Challenge Level/XP: 1/15

    The basic form of an eye dropper isa gelatinous swirl of transparentprotoplasm about the size of a sack.Its name comes from two unsettlingfeatures. Over its lifetime itaccumulates the teeth and eyes ofits victims, preserved within its

    plasm and put to work as new bodyparts. It also is able to climb wallsand ceilings and will often wrapitself around a stalactite or lintel,from where it will drop on its prey.If its roll is enough to hit AC 10(with any dexterity bonuses) it willadhere to the victim, attacking at +4thereafter.

    Meat Slugs

    Armor Class: 9 [10]Hit Dice: 2Attacks: Bite 1d4Saving Throw: 16Special: Sticky slimeMove: 6Challenge Level/XP: 1/15

    The slow moving meat slug is foundin the food pens of strange

    underground races, though somewild slugs persist in shallowercaverns. Meat slugs dine on wallscum, fungus, mold and anythingelse they can get their leech-likemouths on. Their slime is thick andsticky. If a melee weapon doesmaximum damage to the slug, itwill be stuck, requiring a combat

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    VARLETS AND VERMIN 12

    round to free. Also, anyone whotreads on its 60 foot long slime trailmust stop and loses half his or hermove, this round and next.

    DegeneratesArmor Class: 8 [11]Hit Dice: 1Attacks: Crude weapon 1d6Saving Throw: 17Special: NoneMove: 12Challenge Level/XP:

    Degenerates descend from humanslaves used as the meat animals ofabominable subterranean races.Although they walk upright andwear crude garments, these pale-skinned cannibals have been breddown to a dog-like intelligence andhave no moral scruples whatsoever.In parleying, they appear to usewords of the common tongue, butreally it is a parrot-like regurgitationof random vocabulary and scraps ofthe other partys conversation. Theirown behavior will complement theattitude of the adventurers. Ifapproached with fear and caution,they will surge forward and attack;if approached aggressively, they willcower and submit; if approachedwith offers to cooperate, they willgladly agree, all the while lookingfor advantage and a chance to dineon fresh flesh. They makeinteresting slaves or antagonists of

    humanoid tribes, as their humanform may attract misguidedsympathy from the explorers.

    Fire Moths

    Armor Class: 7 [12], -2 to be hit withmelee weaponsHit Dice: 1Attacks: Fire 1d6/ 1d3

    Saving Throw: 17Special: Immune to fireMove: 18 flyingChallenge Level/XP: 1/15

    With the way moths are fatallyattracted to flame, it was only amatter of time before the first giantfireproof moths mutated andspread, in inhabited undergroundcaverns where fires and lava flows

    are often lit. A fire moth has noattack in itself, but sweats an oilysecretion that catches fire easily.The now-blazing moth will thenram into its foes for 1d6 fire damageon a successful hit, or fly overheadand drip flaming oil which hits for1d3 damage. Low-level parties proneto carrying open torch flames andstarting oil fires have a distincthatred for these insects.

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    VARLETS AND VERMIN 13

    THREE FEET OF WATER

    Flooded corridors and cavernspresent their own set of challenges.Drowning is an ever-present hazard,

    pits and spikes on the floor areharder to detect, and a whole newclass of creature awaits just belowthe surface.

    Amphibious Jumping TigerShark

    Armor Class: 6 [13]Hit Dice: 2Attacks: Bite 1d6+1

    Saving Throw: 16Special: LeapMove: 18 swimming, 9 on landChallenge Level/XP: 2/30XP

    Only a mad wizard beginning to runout of ideas could have created thisstriped, furred, man-eatingabomination. The size and shape ofa five-foot-long shark, it also sportstwo powerful cat-like hind legs that

    retract partly into its body forstreamlined swimming. On land ituses its legs to leap up to 30 feethorizontally or 10 feet vertically. If itcan submerge itself at least 10 feetfor buoyancy and momentum, it canmake a similar jump out of thewater.

    Greenhair

    Armor Class: is hit automaticallyHit Dice: 2+4Attacks: EntangleSaving Throw: 16

    Special: Attack immunity, entangleMove: 0Challenge Level/XP: 1/15XP

    Growing thickly in undergroundwaters, these carnivorous weedystrands possess a dim andmalevolent sentience. A singlegreenhair clump covers a roughly 5feet square area and can float ashigh as 10 feet in deep enough

    water. Greenhair does not attack assuch, but rather seeks to entanglecreatures moving through its zone,dragging them down and drowningthem under the water.

    Each person in the area of greenhairmust save at the start of each round,-2 if carrying a heavy load, -4 ifencumbered. Failing the save oncemeans the victim cannot move.Failing a second rounds save meansthe victim is brought to his or herknees, a third means the victim isbrought to hands and knees andcannot use their arms, and a fourthmeans the victim is brought prone.If any of these take the victims headunderwater, he or she takesdrowning damage per round asappropriate (or 1d6 damage/round ifthe rules do not cover drowning).Greenhair can not be harmed by anyweapons other than slashing meleeweapons, but these automaticallyhit. Killing a greenhair clumpreleases its victim.

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    VARLETS AND VERMIN 14

    Ice Nixie

    Armor Class: 6 [13] (counting +3dexterity and luck bonus)Hit Dice: 1Attacks: Ice dagger 1d4 in melee; ice

    darts 1d3 with 20 foot rangeincrementSaving Throw: 14 (counting +3dexterity and luck bonus)Special: Freeze water, ice charmMove: 9, 15 (swimming)Challenge Level/XP: 1/15

    Cold-blooded variants of thefamiliar aquatic fey folk, ice nixiesdo not confine themselves to arctic

    pools, but spread their chill aura toall kinds of fresh water, includingunderground. They can cause waterto freeze at a range of 60 feet, up toa cubic foot per combat round. Theyuse the resultant ice to create allsorts of improvised structures,armaments, and inconveniences.

    The ice nixies charm person power,usable once per day, is differentfrom the normal nixie charm. Itcauses the victims heart to growcold, rather than warm, He or shebecomes indifferent to the well-being of any comrades, and actsonly in line with self-interest. If thisextends to theft, betrayal androbbery, so be it, but certainly thereis no reason to harm the inoffensiveand penniless ice nixie. Only thenixies will, or its death, will releasea victim from the charm.

    Spitting Striders

    Armor Class: 6 [13]Hit Dice: 1Attacks: Bite 1d6; goo 1d4 with 15foot range increment

    Saving Throw: 17Special: NoneMove: 12 on water, 6 on landChallenge Level/XP: 1/15

    If scholars know about thesecreatures, they surely must debatehow insects of their size and weightcan walk on water. Nevertheless,the spitting strider performs themiracle daily, perhaps aided by the

    viscous, caustic substance it spitsfrom its sharp jaws at enemies.Striders are unsure on land but willclimb up to attack if they are beingharassed from afar. If the watersurface becomes choppy, they onlymove one third as fast.

    Torpor Remora

    Armor Class: 8 [11]

    Hit Dice: 1/2Attacks: Bite (slowing, no damage)Saving Throw: 18Special: TorporMove: 6Challenge Level/XP: A/5

    Shallow and murky waters are thehabitat of the torpor remora, ablackish-green eel about the size ofa small cat. These creatures attack

    the feet by preference, using thearmor class of a characters footwear(soft leather is AC 8[11], hard leatheris AC 7[12], metal shod boots are AC4[15], full plate footwear is AC 2[17]).If a remora hits, it attaches itself,and the victim must save eachround (poison) or undergo theeffects of a slow spell, moving and

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    VARLETS AND VERMIN 15

    acting at half speed. Because theremoras bite has a numbing effect,someone who is hit is not likely tonotice it. A slowed person hit by asecond, different remora becomescompletely paralyzed. Each hourafter the initial bite, a save isallowed to undo one effect(paralyzed people become slowed,slowed go back to normal).

    ADVERSARIALGAMEMASTERSBULLPEN

    In a world with ear seekers, throatleeches, trappers, lurkers, mimicsand all the other deceptive tricks ofthe dungeon, the fantasy worldhardly needs any more annoyingcritters to throw at players. And yet,here they are.

    Barrel Beast

    Armor Class: 9 [10]Hit Dice: 1 to 3Attacks: 1d6 kickSaving Throw: 17, 16 or 14 by hit diceSpecial: Overbear, knothole attack1d6 (10 foot range), damageresistanceMove: 9Challenge Level/XP: 1-3/15, 30, 60

    An innocent looking barrel cancome to be stuffed full of the

    infamous barrel beast in the sameway that a deserted shell is takenover by a hermit crab. One end ofthe barrel is missing, and this endsits on the floor while the beastwatches through a knothole. Whena living being approaches within 5feet, the beast rears up on its long,

    clam-like, prehensile foot andclobbers the victim with the barrel,doing 1d4 damage on a successfulhit, and knocking him or her downunless a save is made. Thereafter,the barrel lies on its side, rolling andhopping around while the beastlashes out in normal melee attackswith its foot. Every other round thebeast also squirts one opponentwithin 10 feet with a foul, acidicsubstance from the knothole, doing1-6 damage unless he saves. Thebarrel beast is easy to hit but allweapon damage against it, exceptfrom chopping weapons like axes, isreduced by 2. When its hit points

    are at 0 or lower, the barrel breaksand the beast collapses into aninert, oozing mound of filth andhair. Different sizes of barrel beast(small keg beasts and big tunbeasts) are known to exist.

    Hoard Serpent

    Armor Class: 4 [15]Hit Dice: 1 to 3Attacks: Bite or tail, as weapondamage.Saving Throw: 17, 16 or 14 by hit diceSpecial: Immunity, surprise on 1-4Move: 6Challenge Level/XP: 1-3/15, 30, 60

    The hoard serpent is both anembodiment and punishment ofgreed. It is formed by eldritch forcesfrom a heap of treasure. Its body is a

    long, coiling stack of coins (100-200of them), and it has 1 or 2 semi-precious gem eyes set in its head,which is also formed of scaled coins.It attacks with a weapon from thehoard, either a dagger set in its jaw,or a sword-sized weapon set in itstail. It takes no damage from

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    normal fire or missile weapons. 1HD hoard serpents are made ofcopper coins, 2 HD of silver and 3HD of gold, with each gem andweapon worth about 10 gp per hitdie. When dead, the serpentsconstituent treasure collapses andmay be gathered normally.

    Man of Wounds

    Armor Class: 9 [10]Hit Dice: Equal to number ofweapons stuck in bodyAttacks: Weapon, as fighter withlevel = hit diceSaving Throw: As fighter with level= hit diceSpecial: Damage reversalMove: 12Challenge Level/XP: 2/30

    It is not clear, even to the Man ofWounds himself, whether he hasbeen blessed or cursed by the magicthat makes any weapons that hithim stick in his body and add to hispower. When found, he will have 2or more weapons stuck in or to hisbody, with a hit die for each rolledaccording to the damage dealt bythat weapon so, a 1d4 dagger, 2d4maul and 1d6 sword would give himthree effective hit dice and 3d4 +1d6 hit points. He also carries aweapon of his own.

    Any weapons that hit him stick tohim; roll damage, and add that to

    his hit points, then add 1 to his hitdice. The only way to harm the Manof Wounds other than magic is tograb his weapons (on a bare-handedhit vs. AC 5[14]) and pull them outof his body, dealing damage equalto the weapons hit die roll andreducing his Hit Dice by 1. When all

    his weapons are gone, the Man ofWounds enchantment is broken,and he falls to the ground bleedingwith zero Hit Points.

    Insistent ShaleNo stats (Special)

    Among the many marvels of theelements is a form of stone with theambition to turn the world tosilicate, petrifying all living orformerly living material it touches.This insistent shale, as alchemistscall it, appears to be a flat slab ofintensely gray-colored rock, eitherlying on the ground or worked as aprotective measure into thearchitecture. Petrified statues ofdungeon animals often announce itspresence. Anyone who touches itwith naked flesh must save or beturned to stone. Objects of organicmaterial, such as wooden poles orleather boots, are also turned tostone by touching it. It can bedamaged only by picks or bluntmetal weapons, which hitautomatically. The shale requires 5-30 points of damage to shatter,depending on its size and when itshatters, all with exposed skinwithin 15 feet are attacked by flyingfragments as a 4 Hit Dice monster,and if hit must save at +2 or turn tostone. Depending on how thedungeon architect has used it,insistent shale can be a distraction,

    an annoyance, or a real threat toexplorers.

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    Pemblings

    Armor Class: 3 [16]Hit Dice: 1/2Attacks: Bite 1d4Saving Throw: 18Special: Damage immunityMove: 9, 10 foot leapChallenge Level/XP: B/5

    Pemblings are mindless lesserelemental creatures that look likefist-sized rocks when dormant.Awakened, they open a wide mouthfull of sharp teeth and start rollingrapidly toward their prey. Theyattack by leaping and biting, takeonly half damage from edged andpointed weapons, and are immuneto normal fire.

    PAUPERS CEMETERY

    Skeletons, zombies, and the

    occasional low numbers of ghouls?Shallow crypts and abandonedgraveyards should be lesspredictable. Not everythingdwelling with the dead is dead, andnot every dead body is whole

    Skull Creeper

    Armor Class: 7 [12]Hit Dice: 1d4 hit points

    Attacks: Bite 1d3; strangleSaving Throw: 18Special: Damage resistanceMove: 9Challenge Level/XP: A/5

    Sometimes, a necromancer whowants skeletal servants that can fitinto tighter places will wire ahuman skull onto two sets of handbones, creating an unnerving,

    spider-like scuttling thing. Thecreepers first attack on makingcontact is a bite. On the secondround and thereafter, it will try tohit the victims unarmored AC (withdexterity modifiers) to crawl ontothe body. If it succeeds, one roundlater it will reach the throat andstart strangling for 1d6 damage eachround. Two creepers count as awhole skeleton both for animate

    deadand turning purposes.

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    Dust of Ages

    No stats (Special)

    One little-known peril of ancientburial places is the dust that forms

    from the bones and bodies of thedead over centuries. If animated bycollective regrets or an evil force, itwill billow up when disturbed,forming a cloud of shifting, vaguelyhuman faces and forms echoes ofthose that were.

    The roughly 10 by 10 foot dust cloudmay be turned as a 2 Hit Dieundead monster. It seeks to engulf

    any intelligent creatures, who mustsave the first round so engulfed, orflee in terror for 1d6 rounds. If thecreature stays, the dust will trymore insidious means next round,invading breathing passages (unlessanother save is successful) anddoing 1d6 choking damage perround. Weapons and magical spellsare useless unless they specificallyaffect undead. A sprinkling withconsecrated water will settle thedust down, but only for as long asthe water remains.

    Cerement

    Armor Class: 8 [11]Hit Dice: 2Attacks: Touch for 1d3 wisdomdrain, envelop for 1d6 wisdom drainSaving Throw: 16

    Special: Damage immunityMove: 9Challenge Level/XP: 2/30

    Haunted winding sheets and gravewrappings, or perhaps the bedsheets in an accursed tavern room,form the body of this undeadcreature. It will rise and attack in a

    snake-like or human-like parody ofform. A successful hit threatenssanity, draining 1d3 wisdom pointsfrom the victim, while a second hitin a row will allow the creature toenvelop its victim for 1d6 wisdompoints. When a character goesbelow 3 wisdom points he or shebecomes catatonically insane, andat 0 wisdom dies of fright. Wisdomis restored at 1 point per day of rest.Cerements can only be harmed byfire and slashing weapons.

    Fardarrig

    Armor Class: 5 [14] (counting +3dexterity and luck bonus)Hit Dice: 1+1Attacks: Thighbone shillelagh 1d4Saving Throw: 14 (counting +3dexterity and luck bonus)Special: Telekinesis of dead;ventriloquismMove: 15Challenge Level/XP: 1/15

    Fardarrigs are a type of graveyardleprechaun with brick-red skin.Their main goal is to hide andfrighten away intruders. Fardarrigsuse ventriloquism and a telekineticpower to move dead corpses orbody parts within 30 feet of theirlocation, up to one whole body at atime. Corpses so animated will seemlike a tough kind of undead. Theywill attack and take physicaldamage as a zombie or skeleton, but

    the parts may continue to attackafter the creature is destroyed. Notbeing undead, they cannot beturned or damaged by holy means.With enough supply of bodies, evena single fardarrig may create whatseems to be a never-ending streamof undead foes.

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    Ghost Face

    Armor Class: 4 [15]Hit Dice: 1Attacks: NoneSaving Throw: 17

    Special: Spells; breath, save or drain1d4 Constitution; surprise 1-5; onlydamaged by magic weapons, holywater, or spellsMove: 9 through stone or wallsChallenge Level/XP: 2/30

    A solitary spirit not possessed ofenough will to come back as a ghostor spectre may still manifest itself asa ghost face. The face will appear to

    emerge from a wall, door, hedge, orother barrier, appearing much as itdid in life. All within 5 feet of it areexposed to its noxious breath (thosereduced to 0 Constitution die)whose effects last a full day. Theface also casts spells as a 3rd levelwizard or evil cleric. It isexceptionally hard to deal with,using its ability to fade back into thewalls and its high surprise chancesto avoid direct attack or turning.

    POOR WIZARDSALMANACK

    Failed summonings or minor planargateways can sometimes yield muchsmaller versions of the usualelementals. Due to their weakness,the elemental nuisances as they

    are known seek to hamper peoplethey meet rather than outrightattacking them. Low-levelspellcasters often find them to beuseful allies in keeping attackers atbay. The elemental selection isrounded out by another creaturethat might be left behind by

    altogether more powerful andmysterious sorceries

    Elemental Nuisance: Air

    Armor Class: 7 [12]Hit Dice: 1d4 hit pointsAttacks: Whirling debris (1d2)Saving Throw: 18Special: Damage immunityMove: 18 (as zephyr), 9 (as tornado)Challenge Level/XP: 1/15

    This minor air elemental manifestsas a zephyr-like breeze, capable ofblowing out torches, scattering heldscrolls, and the like. Whenprovoked, it forms into a smalltornado. All within 10 feet of it mustsave or take 1d2 damage from debriskicked up by the twister. Being hitby the tornado itself will knock abipedal creature of man-size orsmaller to the ground. Apart fromdamage-dealing spells and magicweapons, the only way to kill an airnuisance is to stop it moving,smothering it with a cloak-sized (hitfor 1d3 damage) or rug-sized (hit for1d6 damage) piece of thick fabric.

    Elemental Nuisance: Earth

    Armor Class: 5 [14]Hit Dice: 1d6 hit pointsAttacks: NoneSaving Throw: 18Special: Trap, damage immunityMove: 12 in earth, 6 in stoneChallenge Level/XP: 1/15

    The earth nuisance can be conjuredin dirt or stone. Either way, it has adirect and persistent way ofinconveniencing those who tread onit it instantly scoops out a shallow

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    pit in its substance and then clampsthe pits walls onto the victims feet(save or be trapped and unable towalk). If in stone, it can not beharmed by any physical meansother than blunt weapons, and inearth, only by sharp weapons whenthese are used to dig. Furthermore,any physical hit does 2 less damageto the earth nuisance, unless it is bya pick or shovel.

    Elemental Nuisance: Fire

    Armor Class: 6 [13]Hit Dice: 1d4 hit pointsAttacks: Ignite for 1d2Saving Throw: 18Special: Ignite, damage immunitiesand vulnerabilitiesMove: 12Challenge Level/XP: 1/15

    The fire nuisance is easily spotted,being a flickering, fist-sized yellowflame that moves quickly along anysurface. It is sometimes ordered toconceal itself in a larger fire or toprovide a permanent flame for awall torch. If it hits, it rushes ontothe victims hair or clothing andignites it, causing 1d2 damage onthe first round and every roundthereafter until the fire is smotheredor doused. It also has a particularfondness for spellbooks and scrolls.Being hit by water will damage it 1d3 for a bottle full, 1d6 for a bucket and it is also subject to

    smothering damage just as the airnuisance is. No other effect exceptcold-related magic will harm it.

    Elemental Nuisance: Water

    Armor Class: 7 [12]Hit Dice: 1d4 hit pointsAttacks: ChokeSaving Throw: 18

    Special: Ruin items, damageimmunitiesMove: 9, 15 swimmingChallenge Level/XP: 1/15

    Unlike the fearsome wave shape ofits larger kindred, a water elementalnuisance appears as a pool or trickleon land, or as a ripple in a largervolume of water, with a volume ofonly a couple of quarts (litres). If it

    reaches a character, it will crawl onhis or her body and equipment for 1-3 rounds, dousing lit flames, ruiningunprotected scrolls and spellbooks,and damaging non-magic metalarmor with a rapid rusting power sothat it will lose 1 AC benefit perround. When this period of time isover, the nuisance will head for thevictims mouth and throat, andunless a save succeeds will do 1d6choking damage per round. It canonly be destroyed by splashing it topieces; thus, only hand-heldweapons and impact effects (such asmagic missile) will damage it, andthen only for 1 point per hit. Whatsmore, a non-magic metal weaponthat hits will be damaged, taking apermanent -1 damage penalty(minimum 0 damage).

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    Demi-Real Monster

    Armor Class: As original monsterHit Dice: 1 (or more)Attacks: As original monster;maximum damage = 2x hit dice if

    not fully realSaving Throw: As current hit diceSpecial: As original monster; hitdice gain/lossMove: As original monsterChallenge Level/XP: Originalmonster minus 3; XP according toHit Dice of finally killed monster,minus 1

    When a summoning goes partly

    wrong, or an illusion of a livingthing takes on existence, a demi-real creature is created. Themonster starts out half-transparentand shaky in form, with only one hitdie and doing a maximum of 2points of damage on a hit. Specialattacks also may be weaker; forexample, saving throws against themonsters effects may be at +2 foreach missing hit die.

    The monster gains hit dice byleaving its mark on the world most often, this means scoringdamage in combat. For every 4 fullpoints it scores, keeping a runningtally, it gains back one hit die andcan do 2 more damage. Roll new hitpoints with each die as the creaturegains them. Once it has its full hitdice it is permanently real. If killedbefore then, its body will waver andwink out of existence.

    A demi-real creature that is aware ofits existential condition, and able tocommunicate, may very well try tonegotiate a different way to gain fullreality than fighting a dangerousgroup of adventurers.

    APPENDIX A: HALFMAN, HALF AMAZING

    There are these finch-men, see? Justlike the creatures in Hieronymus

    Bosch paintings. They live in theupper caves, and the crawdad-menlive in the lower caves. If you getbetween them you can provoke a realdonnybrook. But watch out for therhino-men in the ruined tower. Theyand the ferret-men from the

    gatehouse are in cahoots

    Most humanoid monsters may aswell be kobolds, orcs, gnolls, or

    ogres: new heads, same hit dice. Itsa no-brainer to stick them in theright ecosystem, give them one ortwo distinguishing traits (naturalarmor for those turtle-men,sideways movement for the crab-men), and call it a day. Coming upwith their stats in an old-schoolsystem should not be a problem forthe game referee.

    The secret to making groups ofhumanoid warriors memorable is totreat them as military cultures, notspecies. Give each race a differenttactic, a different motive. Oneexample of this is the Degeneratesback on p. 12. Stats aside, theyrejust humans with a special cultureand behavior. If the fightingmethods of your humanoids aredifferent enough from each other,

    you may not need different races.Make them all orcs, from sevendistinctive tribes. Make themhumans, even, if that suits you.

    Here follow seven warrior ways toconsider for fleshing out anyhumanoid race.

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    Rabble

    When gathering for war, this tribeforms an unruly mob. They pick upstones for throwing, and armthemselves with a motley variety of

    armor types and weapons. If theybecome aware of an enemy, theywill size it up. Against a group thatis likely to give a hard time, or whensurprised without a chance to assessthe situation, they fade back towardtheir lair, hurling rocks and missilesas they go. When they spot a groupthey believe to be weaker, theythrow missiles and rush into meleewith cruel vigor. In a fight, at 25%

    casualties the group will make amore or less ordered retreat. At 50%or more casualties they will flee, orsurrender abjectly if in their lair.The rabble chooses a large openspace as their home, so that whencornered in it they can spread outand make numbers count.

    Fanatics

    This group lives and dies for asimple belief, and guards a sacredplace related to it be it an idol,altar, or the relics of a fallen hero.They wear and carry distinguishingsymbols of their creed, marchingand fighting in close order and withgood discipline. Also, for every fivefanatics encountered, there is a 50%chance of finding a level 1-3 clericwith them (multiple clerics can be

    rolled).

    If found away from their guardianplace, the fanatics will attempt tocommunicate, brandishing symbolsof their faith. The communication isone way, though; fanatics only careto convert others by force orpersuasion. Met with failure to

    respect their belief, they will howland attack ruthlessly, retreatingonly around 50% or more casualties.When defending their sacred place,they fight to the death. Fanaticsoften will have surrounded it withplaces of tactical advantage anddeadly traps.

    Warband

    This humanoid culture lives by anuncompromising code of martialhonor. Their daily sport is fighting,with mock weapons and real ones.Many of them bear scars andmutilations from these exercises.On the basis of these fights theyform a strictly hierarchical societyand warrior unit.

    The leader of the band will have 2hit dice more than usual, and beaccompanied by 1 sub-leader forevery 5 normal members of theband, with 1 more hit die. Leadersand sub-leaders will have the pick ofthe best armor available. However,they reject shields, missiles, andpole weapons as being ignoble,wielding instead one- or two-handed close melee weapons. Therest of the band will have a mixtureof shields, missiles, and poleweapons sometimes all three.Finally, the 1-3 warband memberswith lowest hit points are relegatedto the role of flunkies, given noarmor and only sticks to fight with,

    and kept in the back. These flunkieshate their lot and may pitch in withthe adventurers if it is clear that theorder of their band is about to bedecisively overthrown.

    The leader-warriors of the bandprize single combat. When they

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    meet a group of explorers with timeto communicate, the leader willchallenge the strongest lookingwarrior in the group to a duel. Theloser is expected to surrender andperform some service to the winner,avoiding combat. All others areexpected to stand back during theduel and not interfere. Anydeviation from this code, and theentire band will attack thehonorless interlopers withoutmercy. The warband members(except for flunkies) will never flee,and retreat only grudgingly. Theywill surrender only if severelywounded, outnumbered, and if they

    believe their opponents to behonorable.

    Hunters

    Weapons and tactics designed tocatch their opponents alive set thisculture apart from the others. Theymay be slavers, believers in a cult ofhuman sacrifice, or justcompassionate souls but whichone they are is not always clear atthe start. Hunters are armed withone or more of the following non-lethal weapons, which ignore armorand shield when hitting but notdexterity-based AC bonuses:

    Lasso: Ensnare a random bodypart (1 = neck, 2= body, 3-4 =right arm, 5-6 = left arm) ropecan be cut by an edged weapon

    on a successful hit against AC9[10]

    Net: Completely ensnare thevictim if he has an edgedweapon he can cut his way outin 1d4+1 rounds.

    Glue bomb: 10 foot diameterarea; save or have feet entangledfor 1d4+1 rounds

    Choking smoke bomb: 20 footdiameter area; save or be unableto attack for 1d4+1 rounds

    They also carry more conventionalmelee weapons, which they use tosubdue, or to deal damage inextreme circumstances. Hunters areas often found far away from theirlair as close by. Close to home, theywill set and monitor non-lethaltraps such as nets rigged fromabove, tripwires, or soft-floored pits.They defend their home to thedeath but are quite quick to fadeback if a fight is going against themelsewhere, retreating when theyhave taken 35% or more casualties,and fleeing or surrendering at 60%.

    The following three cultures shouldeach be considered as having aspecial ability, worth +1 Hit Die when

    figuring each humanoid membersexperience points.

    Lurkers

    Killing from hiding and at adistance is the most efficient way, tothis culture with absolutely noscruples about warfare. They maybe found on their way to amurderous errand, or defendingtheir own lair in a manner thatprovokes fearful whispers fromnearby denizens. When away fromhome they can improvise hidingplaces at a 50% chance of success,and surprise on 1-4. Closer to homethey know and prepare hidingplaces that are 90% effective inconcealing them, and surprise on 1-5. They have +4 to hit against

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    unaware opponents, and are also90% effective in moving silentlyfrom one hiding place to another.Lurker cultures prefer missileweapons such as crossbows, bows,javelins or blowguns, and carryshort daggers or swords in case theyare forced into melee which theyavoid at all costs. Truly dangerousversions of this culture have alsomastered the arts of setting trapsand applying poison to theirweapons.

    Legions

    Whether trained by a masterfulemployer, or just veterans of longyears of campaigning, thesehumanoids form disciplined andspecialized units for close-orderfighting. The main line consists oftwo ranks. The first rank is armoredin chain and armed with shields andheavy one-handed weapons swords, axes, or maces. First ranksoldiers sometimes also carrythrowing axes or javelins, for theround before armies clash. Thesecond rank is more lightlyarmored, in studded leather orscale, and carried long spears orpolearms that can attack togetherwith the first rank. Missile troopsform a third rank. They usuallyeither take up positions on the flankto shoot, or have the other ranksopen up gaps to let them go to thefront, shoot, and then retreat again.

    Finally, if there are any mountedtroops, using horses or things morefantastic, they will be positioned onthe far ends of the line, moving tooutflank and attack from the rear.

    A legions impressive panoply of waris commanded by a leader with 1

    additional hit die, who stays in theback or moves to the front asneeded to survey the scene. Ordersto retreat, advance, or wheel arecommunicated through a codedsystem by a drummer or trumpeterthat accompanies the leader. Theyretreat after taking 50% casualties(toward which the leader, if killed,counts as 5 dead individuals), andflee in panic after taking 75%.Although the legion prefers fightingterrain that allows its full numbersto tell while not being outflanked, itcan also adopt its tactics to narrowpassages as little as two abreast.

    Opportunists

    Somewhere in the deepest darks ofthe underworld, strange tavernsserving unsavory fungal libationshave sprung up on the bordersbetween the various humanoidraces spheres of influence. It is insuch a hell-hole that misfits andoutcasts from all the kindredscongregate to forget their troublesand plot their schemes. Often theirtalk turns to the fabulous treasuresand perils to be found in the keeps,temples, and towns of theoverworld. Sometimes a terribleoath is sworn: to plunder theseriches or die in the attempt.Conveniently, there is a thrivingblack market just next door toprovide them with all they need foran expedition. Hooded cloaks and

    smoked-glass visors in case they getcaught in the burning sunlight.Poison, incendiaries, and gaseousweapons extracted from mineralsand beasts unknown to the surfaceworld. And the usual handyassortment of poles, ropes, spikesand the like.

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    Opportunists strike in groups of 4to 8, with at least one and oftenmore spellcasters (character levels 1-3) among them. They areexceptional individuals among theirrace, with maximum hit points ontheir first hit die and +1 to hit. Theymay also be accompanied by aroughly equal number of lesserhirelings whose lives are considereddisposable, and by a few tamedattack and burden beasts of theunderworld.

    Smart opportunists base themselvesin a dark forest or cave, take themoon into account, and strike when

    it is dark. In a town or countryside,they seek out locations likely tohave treasure taverns, temples, orwealthy houses. They are armed andequipped extremely well, but shunnon-magical metal armor in favor ofquieter harness. They are confidentof their ability to enter by stealthand dispatch any guardians orinhabitants of those places. Becausethey know themselves to be at a

    disadvantage once a wholesettlement is aroused against them,they will scout carefully, choosingtheir targets, and retreat to safetyafter the first strike.

    If the opportunists have one fault itis that they tend to move slowly andover-cautiously in the places theyfinally loot, constantly mapping andchecking for hidden treasures,

    chambers, and traps. Parley andsurrender are not beneath them, forthey fight for no principle or home,merely wealth and individualsurvival. Thus always withadventurers

    APPENDIX B: TENTAMED TITANS

    Low-level doldrums can also beconquered by putting limits on

    higher-level monsters so they arenot as likely to kill the partyoutright. Some of the more obviousways to do this are:

    juveniles with lower hit dice wounded or disabled monsters intelligent creatures that trick,

    riddle or negotiate giving the party access to allies giving the party access to the

    monsters nemesis weapons,items, or substances

    chaining up captive monsters,putting the monster in a pit, orother tactical advantages for theparty

    Here are ten more, each adapted toa particular iconic higher-levelcreature.

    The Troll Cabinet

    A curiously wrought metal cabinet,roughly nine by three feet, with anumber of doors in its surface,occupies a corner in a warlords lairor wizards retreat. If rapped on, aloud, frantic scuffling andscrabbling will be heard from allparts of the cabinet. A dismemberedtroll is kept here, the partsprevented from recombining by theinside walls and latched doors of thecabinet. The top section containsthe head, the middle the torso andarms, and the lower sectioncontains the abdomen and legs.

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    The head (30 XP) has 1+1 hitdice and is able to roll at aboutat a rate of 3. It bites for 1d8damage.

    The torso/arms (120 XP) have3+1 hit dice. The arms pull thetorso along at a rate of 6 and ituses them to strike for 1d4 each(but -4 to hit; it cannot see.)

    The legs/abdomen (60 XP) have2+1 hit dice. They move at thetrolls rate of 12 and can kickonce for 1d4 damage, again at -4to hit.

    Each part regenerates for 1hp/round. If any of the parts cancombine, they will find each otherand do so, pooling their hit dice, hitpoints, regeneration rate, andattacks and using the best moveamong them. The arms section willalso attempt to open the otherdoors of the cabinet if at allpossible.

    The Sleeping Dragon

    For six hours in the morning everyday, the whole dungeon rumbleswith a massive snoring the soundof a sleeping elder dragon. It is fedby low-level worshippers through avent in its ceiling, and spends itsdays dreaming and its nightsdaydreaming, sprawled out on amassive hoard of coin and treasures.The party will come upon the ventjust having disposed of theworshippers, so the window ofopportunity is short, as the dragonexpects to be fed when it wakesevery day. Descending while thedragon is asleep and taking the bestpart of the trove is a trickyproposition. Any sound has a 5%chance, cumulative, of waking the

    dragon (so the second sound willhave a 10% chance, and so on.)

    The Mimicking Golem

    Standing like a statue in the middleof a large room is a golem. When aperson enters the room, the golemwill start copying that personsactions stepping forward 2 feet(on big legs) for every 1 foot theother moves forward, turning andmoving sideways as a mirror imageof the person (that is, right from thegolems perspective when the otherturns left), and attacking if theother attacks. If the target personleaves the front 90 degree arc of thegolem, it will imitate the closestother person in view. The point ofthe set-up? There is some task thatonly the golem can perform smashing a wall or a door, reachinga high-up item or lever. Getting it todo the task following its rules ofmimicry will be a puzzle in and ofitself.

    The Contra-triceOf course the adventurers haveheard of cockatrices throughlegends and lore, but this one looksa little different. Perhaps it hasblack feathers, or a serpents headand roosters body. In any event,there is little to fear from thismonster, because its bite has areverse effect in addition to theusual 1d3 damage it turns stone toflesh. Contra-trices are much prizedby dungeon architects, because ifproperly trained, they can both digout the dungeon for you and supplyyour creatures with freshly createdmeat. Or, they can turn a collectionof stone creatures into an instantarmy with just a word and a peck

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    or be just the thing you need to getpast that stone golem on level 2 The only problem is that if capturedand not fed their special food(whatever that may be) they have a25% chance per day of turning backinto a flesh-to-stone monster.

    The Worm Turns

    The adventurers come across acircular, 5 foot diameter passagewayin the clay or rock of a shallowunderground level. The floor issome 2 feet deep in a sludgy, rubbly,compacted mess, reducingmovement to half rate. Even so, ifthey follow the passageway in thedirection of the squelching andrumbling noise that comes from oneend, they will come across the tailend of a half-sized juvenile purpleworm (7HD, does half damage, 600XP), who is digging its way throughthe level at the equivalent of amovement rate of 6. If they attack,they get surprise on the worm, andthe tail stinger attacks at -4 to hitdue to not being able to see.However, once it knows it is beingattacked, the worm will start a slowturning arc, describing a 40 footdiameter circle, in order to loopback on its own tunnel. Once itcloses the circle in about 10 combatrounds, the worm will move at itsfaster normal rate of 9, easilyoutpacing the characters mired inthe worms castings. If the worm is

    killed without having had a chanceto fight at its front end, the partyonly gets 50% of the experience due still a substantial haul. This alsomakes a good challenge for mid-level adventurers, substituting amature worm for the juvenile.

    Shadow Cast

    Shadows, while hard for beginningadventurers to kill, are at least notas immediately lethal as comparablemonsters. In this variant, the

    adventurers come upon some magicor restless spirits that turn theirown shadows into hungry beings.Each shadow will only attack thecharacter who casts it, and mustsave or suffer 1d6 damage per roundif its caster is positioned betweentwo different light sources. If thevictims are plunged into completedarkness? Well, either the shadowswill withdraw, or they will batten on

    the darkness, becoming nearlyunstoppable.

    The Diminished Giant

    This encounter appears to be with ashort caveman, albino northernbarbarian, dark-skinned and red-haired dwarf, or stony humanoid.This person is outrageously rudeand demanding, trying to start a

    fight, but will not attack withoutbeing attacked first. Its strangebehavior is actually a condition of acurse that has shrunk the giant, whoretains all hit points but attacksonly as a 1 HD creature and doesdamage as with a normal weapon.The curse can only be lifted bytaking damage from steel or ironweapons in combat for every 2 fullpoints taken, the giant regains one

    hit die for attack and save purposes,and its weapon grows in proportion.

    Stalker With Restraining

    Order

    The invisible stalker, so lore tells us,follows a single command to theletter. In this case, the job of this

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    VARLETS AND VERMIN 28

    particular elemental servant, astasked by a long-dead benevolentwizard, is to do everything possibleto inconvenience intruders to acertain area without harming them.So, torches are snuffed, belongingswrested from hands, barriers placed,and other dire omens enacted bythe stalker, in the hopes of deterringfurther exploration of the stalkersgrounds. If attacked, the stalker willcontinue its pacifist missionregardless to the death if needsbe.

    The Hydras Heads

    Through some eldritch sorcery ordiabolical medicine, the individualheads of a hydra have been removedand are kept alive as highly enragedguardians in a wall setting or statue preferably one that is notvulnerable to missile fire. Each oneattacks as a 1 HD creature and does1d6 damage, being worth 15 XP.

    Thieving HarpiesPerhaps they have realized thatfighting adventurers to the death isgenerally a losing proposition, orperhaps they have been given theirorders by a greedy boss creaturewho wants to weaken intruders. Inany case, this pack of harpies armedwith short swords and axes will usetheir weapons not to damage theirfoes, but to cut straps, then snap upbackpacks and treasure sacks, orgrab hold of spears and bows andwrest them away. Each harpy willflee if reduced to half hit points orless.

    ~ FINIS ~

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    VARLETS AND VERMIN 29

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